- Added in Lupus's suggestion of not making multi-slot headgears set all slot view-ids, which supposedly causes the client to re-draw the headgear multiple times on characters.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8168 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex
2006-08-07 18:42:59 +00:00
parent e752cb1e96
commit 871e79bf38
2 changed files with 16 additions and 10 deletions

View File

@@ -4,6 +4,9 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/08/07
* Added in Lupus's suggestion of not making multi-slot headgears set all
slot view-ids, which supposedly causes the client to re-draw the headgear
multiple times on characters. [Skotlex]
* Fixed HT_BLITZBEAT hitting neutral characters when it auto-triggers.
[Skotlex]
* Simplified the Tatami Gaeshi code. [Skotlex]

View File

@@ -6251,7 +6251,7 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
sd->status.inventory[n].equip=pos;
if(sd->status.inventory[n].equip & EQP_HAND_R) {
if(pos & EQP_HAND_R) {
if(sd->inventory_data[n])
sd->weapontype1 = sd->inventory_data[n]->look;
else
@@ -6259,16 +6259,17 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
pc_calcweapontype(sd);
clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
}
if(sd->status.inventory[n].equip & EQP_HAND_L) {
if(pos & EQP_HAND_L) {
if(sd->inventory_data[n]) {
if(sd->inventory_data[n]->type == 4) {
if(sd->inventory_data[n]->type == IT_WEAPON) {
sd->status.shield = 0;
if(sd->status.inventory[n].equip == EQP_HAND_L)
sd->weapontype2 = sd->inventory_data[n]->look;
else
sd->weapontype2 = 0;
}
else if(sd->inventory_data[n]->type == 5) {
else
if(sd->inventory_data[n]->type == IT_ARMOR) {
sd->status.shield = sd->inventory_data[n]->look;
sd->weapontype2 = 0;
}
@@ -6278,28 +6279,30 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
pc_calcweapontype(sd);
clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
}
if(sd->status.inventory[n].equip & EQP_HEAD_LOW) {
if(sd->inventory_data[n])
//Added check to prevent sending the same look on multiple slots ->
//causes client to redraw item on top of itself. (suggested by Lupus)
if(pos & EQP_HEAD_LOW) {
if(sd->inventory_data[n] && !pos&(EQP_HEAD_TOP|EQP_HEAD_MID))
sd->status.head_bottom = sd->inventory_data[n]->look;
else
sd->status.head_bottom = 0;
clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
}
if(sd->status.inventory[n].equip & EQP_HEAD_TOP) {
if(pos & EQP_HEAD_TOP) {
if(sd->inventory_data[n])
sd->status.head_top = sd->inventory_data[n]->look;
else
sd->status.head_top = 0;
clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
}
if(sd->status.inventory[n].equip & EQP_HEAD_MID) {
if(sd->inventory_data[n])
if(pos & EQP_HEAD_MID) {
if(sd->inventory_data[n] && !pos&EQP_HEAD_TOP)
sd->status.head_mid = sd->inventory_data[n]->look;
else
sd->status.head_mid = 0;
clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
}
if(sd->status.inventory[n].equip & EQP_SHOES)
if(pos & EQP_SHOES)
clif_changelook(&sd->bl,LOOK_SHOES,0);
pc_checkallowskill(sd); //Check if status changes should be halted.